YOINK!
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@@ -263,7 +263,7 @@ function SpeedMods()
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Choices = GetSpeedMods(),
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LoadSelections = function(self, list, pn)
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local pMods = GAMESTATE:GetPlayerState(pn):GetPlayerOptions("ModsLevel_Preferred")
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local pMods = GAMESTATE:GetPlayerState(pn):GetPlayerOptionsString("ModsLevel_Preferred")
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for i = 1,table.getn(self.Choices) do
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if string.find(pMods, self.Choices[i]) then
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list[i] = true
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@@ -140,7 +140,7 @@ Warning10Command=diffuseshift;effectperiod,1;effectcolor2,Color("Red");effectcol
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[MusicWheel]
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FadeSeconds=1
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SwitchSeconds=0.10
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SwitchSeconds=0.08
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RandomPicksLockedSongs=true
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RouletteSwitchSeconds=0.05
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RouletteSlowDownSwitches=5
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@@ -162,7 +162,7 @@ ScrollBarOnCommand=visible,false
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; self:rotationx( rotationx_radians * 180/math.pi ); --[[ to degrees end]] \
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; end;
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ItemTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) self:x( (1-math.cos(offsetFromCenter/math.pi))*44 ); self:y( offsetFromCenter*46 ); end
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NumWheelItems=13
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NumWheelItems=11
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MusicWheelSortOnCommand=fov,90;
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MusicWheelSortOffCommand=fov,90;
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MusicWheelItemSortOnCommand=zoomy,0;bounceend,0.15;zoomy,1
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+9
-5
@@ -42,7 +42,6 @@
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#include <ctime>
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#include <set>
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GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
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#define NAME_BLACKLIST_FILE "/Data/NamesBlacklist.txt"
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@@ -161,7 +160,7 @@ GameState::GameState() :
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m_Environment = new LuaTable;
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// Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME.
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// Reset();
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//Reset();
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// Register with Lua.
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{
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@@ -254,7 +253,7 @@ void GameState::Reset()
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m_MultiPlayerStatus[p] = MultiPlayerStatus_NotJoined;
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FOREACH_PlayerNumber( pn )
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MEMCARDMAN->UnlockCard( pn );
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// m_iCoins = 0; // don't reset coin count!
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//m_iCoins = 0; // don't reset coin count!
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m_bMultiplayer = false;
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m_iNumMultiplayerNoteFields = 1;
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*m_Environment = LuaTable();
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@@ -399,7 +398,7 @@ void GameState::UnjoinPlayer( PlayerNumber pn )
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}
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}
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/* handle multiplayer join? */
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/* xxx: handle multiplayer join? -aj */
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namespace
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{
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@@ -426,7 +425,7 @@ namespace
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}
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};
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// Handle an input that can join a player. Return true if the player joined
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// Handle an input that can join a player. Return true if the player joined.
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bool GameState::JoinInput( PlayerNumber pn )
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{
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// When AutoJoin is enabled, join all players on a single start press.
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@@ -1461,6 +1460,11 @@ void GameState::LoadNoteSkinMetrics( PlayerNumber pn )
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RString m_sNoteSkin = m_pPlayerState[pn]->m_PlayerOptions.GetStage().m_sNoteSkin;
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RString sStepsType = StringConversion::ToString( this->m_pCurSteps[pn]->m_StepsType );
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LOG->Trace("Loading Row/Col/Size values for Noteskin %s | StepsType: %s",m_sNoteSkin.c_str(),sStepsType.c_str());
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//m_iNoteSkinRowSpacing[pn] = NOTESKIN->GetMetricI( m_sNoteSkin, sStepsType, "RowSpacing" );
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// todo: allow per-column spacing values? -aj
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m_iNoteSkinColSpacing[pn] = NOTESKIN->GetMetricI( m_sNoteSkin, sStepsType, "ColSpacing" );
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m_iNoteSkinArrowSize[pn] = NOTESKIN->GetMetricI( m_sNoteSkin, sStepsType, "ArrowSize" );
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}
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*/
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+1
-1
@@ -215,8 +215,8 @@ public:
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BroadcastOnChange<bool> m_bGameplayLeadIn;
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// Metricable noteskin things
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//void LoadNoteSkinMetrics( PlayerNumber pn );
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/*
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void LoadNoteSkinMetrics( PlayerNumber pn );
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int m_iNoteSkinColSpacing[NUM_PLAYERS];
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int m_iNoteSkinArrowSize[NUM_PLAYERS];
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*/
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